Guess That Sequence! Lesson Plan

 

Guess That Sequence! is a game that can develop skills with finding patterns and understanding sequences and functions. The game is played in the following way: one student (call her Student S) in a group of three or more begins the game by announcing that she has come up with a sequence. Student S then says the first three elements of the sequence and asks the other students if they have any guesses for what rule she is using. After all the other students have made their guesses or declined the opportunity, the Student S either says which students got the sequence she was thinking of, or if no one guessed correctly, lists the next three elements of the sequence.

 

Play continues until one of the students correctly guesses the sequence or the number of revealed elements of the sequence reaches a certain predefined upper limit. The game can be played with or without this upper limit but its presence is recommended as it can be used to encourage stronger students to come up with sequences that are within the realm of capability of their weaker peers.

 

The first student(s) to correctly guess the sequence receive two points. If no students correctly guess the sequence before the upper limit has been reached, nobody gets a point.

 

The student activity sheet we include is geared toward high school students after their first exposure to geometric series, but Guess That Sequence! is an adaptable game and can be used with students of any age. Elementary school children, for instance, could make patterns using markers and paper and ask each other to guess the pattern. The fundamental goal of Guess That Sequence! is to help students learn to identify patterns; but beyond that, it can be used to give students practice with concepts (for instance, recursively defined functions) that they encounter in class.

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Math Rummy lesson plan

 

Description: In “Math Rummy”, a fast-paced and fun game for ages 9 and up, players compete to build hands of playing cards combined with the basic arithmetic operations (addition, subtraction, multiplication, division) to reach a target number.

Instructions for Basic Game

Setup: The “Math Rummy” deck is a normal deck of 52 cards with the 10, Jack, Queen, and King removed from each suit, leaving 36 cards (the Ace-9 of each suit). The Ace counts as the number 1. Choose a dealer. The dealer distributes 4 cards to each player, places the remaining cards face down in one pile, then turns over the top two cards and places them side-by-side above the deck. This two-digit number is now the “target.” Play begins to the dealer’s left.

On Your Turn: At the start of your turn, you must take a card from either the top of the deck or the top of the discard pile. With five cards in your hand, see if you can hit the “target” with any combination of adding, subtracting, multiplying, and dividing using at least two cards together. If you can hit the target, you have won the round! Show your winning hand to the other players. If you cannot hit the target, pick one of your cards and place it face up on top of the discard pile. It is now the player to your left’s turn.

Once a player wins a round, the winner picks new cards so that s/he has four cards again. The dealer turns over the next two cards for a new target, and play moves to the person on the left of the winner.

Winning the Game: The first player to win six rounds has won the game!

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